This topic in a nutshell: physic and entity calculations shouldn't be affected by tickrate. It's a "bug" and needs fixing. In the meantime why not just use 64 tick according to my testing (with bot_mimic and net_fake* commands) there doesn't really seem to be any difference in hit registration and even bunnyhopping seems almost exactly the same.
Date: Sun, 23 Sep 2012 12:22:13 -0400 From: [email protected] To: [email protected] Subject: Re: [Csgo_servers] 128 tickrate server makes door at de_nukeor de_nuke_se move slower than when it is @ 64 tick server Quit complaining and do it then. It's clearly an important topic to many people. If it's not important to you then add a filter. Stop trying to force other people to your will. (Kind of like the tickrate issue...) On Sep 23, 2012 12:20 PM, "haeufi" <[email protected]> wrote: omfg! Please stop discussing about tickrate.... The actual state is that it´s variable and valve will only change this if THEY want and not if YOU/WE want! There is no success in discussing this! It just spams everyone´s mailboxes and you oversee important issues! I´m soon about adding a filter for this topic, because it isn´t even worth reading this stuff... So please please please please just stop this "spam"! Am 23.09.2012 16:10, schrieb Absurd Minds: Then they need to fix those issues. Locking tickrate is the lazy, harmful way out. On Sep 23, 2012 5:24 AM, "AnAkIn" <[email protected]> wrote: Tickrate is probably causing issues with other things than just doors anyway. In OB engine games it caused issues with weapon dropping speed/distance, grenade/sticky bomb speed on TF2, etc... 2012/9/23 ics <[email protected]> The door fix in for nuke in CSS was phys_timescale 1.50 for tick 66 before tickrate lock. The door movement is physics related so tick 100 on it simulated the door movement on much higher rate than like 66 but of course the door slowness is more noticeable with 128 now in CSGO. So basically, if this cvar existed in CSGO, fix would be phys_timescale 2.00 for tick 128 but it would make every other physics object move faster. Now can we please shelf this conversation for a while. -ics 23.9.2012 4:13, Steven Hartland kirjoitti: Lets get something clear "It works, its just supposedly slower" = its broken. And how do you know it can be fixed without disabling 128 tick? I've not coded for source engine so don't know for sure, but based on others comments door timings in the engine are based on values which increment at the tickrate, so without decoupling the two or changing the way door timings are calculated then no you wont be able to fix simply the doors. For clarity as you seem to love jumping to conclusions, this doesn't mean it can't be fixed and still keep 128 tick, but just that its likely it will be a much harder job if you start having to change key parts of the engine to decouple things. Regards Steve ----- Original Message ----- From: Travis Brown To: [email protected] Sent: Friday, September 21, 2012 5:12 PM Subject: Re: [Csgo_servers] 128 tickrate server makes door at de_nukeor de_nuke_se move slower than when it is @ 64 tick server It works, its just supposedly slower. The door can be fixed without disabling 128 tick. On Sep 21, 2012 7:02 AM, "Steven Hartland" <[email protected]> wrote: > > The fact the door isn't working on only 128 tick servers isn't enough? >> >> ----- Original Message ----- >> From: Travis Brown >> To: [email protected] >> Sent: Friday, September 21, 2012 2:36 AM >> Subject: Re: [Csgo_servers] 128 tickrate server makes door at de_nukeor de_nuke_se move slower than when it is @ 64 tick server >> >> All of these ppl saying no to high tickrates have yet to provide any proof of their argument. > > > ================================================ > This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. > > In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 > or return the E.mail to [email protected]. > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers _______________________________________________ Csgo_servers mailing list [email protected] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ================================================ This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to [email protected]. _______________________________________________ Csgo_servers mailing list [email protected] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers _______________________________________________ Csgo_servers mailing list [email protected] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers -- Best regards, AnAkIn _______________________________________________ Csgo_servers mailing list [email protected] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers _______________________________________________ Csgo_servers mailing list [email protected] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers _______________________________________________ Csgo_servers mailing list [email protected] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers _______________________________________________ Csgo_servers mailing list [email protected] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
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